tkobo wrote:i really expected the game to last much longer in game years.I expected russia to give ground and buy itself time when it was overmatched,as the AI would likely spread itself out too much given the chance, and stall itself.And that russia would eliminate airfields as they fell back, making the AI airpower much less of a threat.
Looks good on paper and I also thought this might be the way it played out, but by the time Moscow had been overrun, our treasury was in the red, no units were being produced and much of the Russian economy/people are in the western portion of Russia. I had already stripped the Eastern half of most of its units. South Korea was at war with Russia and if they ever pushed across the border, nothing I could do about it. The Russian air force was tech 80 and perhaps 20 aircraft total with about 97% of it in repair.
It really is a viscous cycle when you have no money and cannot even replace a single unit lost. The AI had a steady supply of fresh units as well as support with logistics. IF and when the AI decided to back off, there was little I would have been able to do with what I had available.
Concerning money: Russia had already stopped all research some time ago, zero tech was being accomplished. With only 15 Air Fabs by this time and limited land fabs, it was simply not feasible to try and counter the 100's of fabs the U.S.A. had. For our dear readers, the U.S.A. had more 5 times the land fabs and 11.2 times the air fabs that Russia had as well as a much more robust economy with 121 times more money to use.
It does, almost to a T, simulate the historical way the Soviet Union was outspent leading to its collapse. Besides, once I saw uncomrade seawolf tearing down that wall, I could see the end.
Well played, and it does highlight the necessity of a robust economy to support your goals, peaceful or otherwise.
Concerning next wednesday. For anyone that will be playing, but mostly tkobo, these rules look ok?
3rd party on
Mil and Econ: normal?
Diplo: easy (comments)
Debt: On (comments)
Allied victory: on
Enhanced spotting and ranges: OFF
Units elminated: on ?
Random events: med
Critcal UN: on (whatever)
I think those are all the game option choices. Now for house rule set;
Spies: Espionage only? (comments)
Who to ally with and who not to ally with?
Looking for suggestion on this one. Since Russia is a Democracy due to game mechanics I struggled with this the most. In theory, one would only ally with Commies, Dictators and Theocracies, as Russia. But when one steps back and looks at the big picture, this is a fight for world domination, so perhaps the 2 super powers should allow anyone that decides to join their team, to join. Comments?
Anything else that needs clarity?